About RuneHUD

RuneHUD is a simple addon that moves the runes of your DK to make them a HUD (Heads Up Display). The runes are click through which means they don't intercept mouse clicks.

RuneHUD have OmniCC support and will be hidden when in a vehicle!

RuneHUD now also have it's own slash commands!

Slash command list:
/rh or /runehud - Gives a list of available commands
/rh s <scale> - Scaling, needs to be a number greater than 0
/rh aoc <alpha> - Out of combat alpha, needs to be a number between 0 and 1
/rh aic <alpha> - Alpha in combat, needs to be a number between 0 and 1
/rh aiv <alpha> - Alpha when in a vehicle, needs to be a number between 0 and 1

6.1:
Undid the fix for the bug with the cooldown spiral since blizzard fixed the bug in 6.1.

6.0.6:
Updated the toc-file for 6.1.

6.0.5:
Fixed an issue with the RuneFrame being on top of the garrsion frame and fixed an issue where the cooldown spiral would seem to disappear if you out of combat alpha was too high.
The fix to the cooldown spiral will make it look a bit more/less transparent than before depending on the alpha out of combat you use. If you're just using the standard setting it will still look the same though.

6.0.4:
Fixed an issue that could make the runes show up on other classes than Death Knights if you had certain addons installed.

6.0.3
Implemented a fix to show the runeframe when on the mount from garrison stables.

6.0.2
Once again shows the runeframe when in a vehicle if so desired!

6.0.1:
Fixes an issue with the alpha slash commands not updating the alpha before entering or leaving combat.

6.0:
Update for WoD and 6.0, this version will only work with 6.0!
Fixed the cooldownspiral for the new animation system in WoD and removed some old obsolete code.

3.41
Yet another toc bump to keep it updated with 5.4

3.4:
Toc bump...

3.3:
Toc bump for MoP and a fix for a bug with the scaling option

3.2.1:
Still just another toc bump to keep people from complaining about it being out of date!

If you just want to have them in a different position at all times you can edit the first lines in RuneHUD.lua, if you open the file in any text editor (notepad for instance) the first five line is:

--CONFIG--------------------------------------------local x1 = 103 y1 = 23 -- Coordinate for the first blood and the second unholy runelocal x2 = 72 y2 = 61 -- Coordinate for the second blood and the first unholy runelocal x3 = 25 y3 = 80 -- Coordinate for the first and second frost runes---------------------------------------------------------

Those are the coordinates for the different runes, while you can move each one individually you can at least move them around in pairs. If this isn't enough for you I'm sorry but I'll probably not make it anymore customizable in the near future,

It seems like the cooldown timer on this latest version (6.1) is darker, and therefore a little harder to see, than it was in the last version (6.03) and I was wondering if that was intentional. If there's no reason not to, I'd actually personally go back to 6.03 for this reason.

No it's not and I have noticed it myself and it's due to Blizzard fixing a bug which came in WoD. The results of them fixing the bug is that my workarounds for it made the cooldown spiral almost not visible out of combat. I have now removed my fix and it should function properly again (though the intensity of the cooldown spiral might be a little bit different).

Hey there. I really like how clean and simple this addon is, but there are a few bugs I just wanted to report.

When you're in combat and spend runes, then get out of combat (and keep showing runes out of combat) the runes immediately shows the runes going off cd. Another thing I noticed was the runes taking visibility priority i.e when I click my garrison missions, the runes will appear infront of the garrison window. I was wondering if those issues could be fixed within the lua text?

The garrison mission UI I have noticed myself and had a note to fix it, but I didn't really prioritize it since I wasn't to bothered since my alpha out of combat is really low. I can see how it's a bother if you have it set high tough.

The cooldown thing though I didn't know about, it was due to the way I fixed a bug on Blizzards side with the cooldown spiral not getting the same alpha value as the parent frame.

I have fixed both bugs, though the cooldown spiral might look a bit more/less transparent depending on the alpha out of combat you use. If you're just using the standard setting it will still look the same though.

While I probably won't make a slash command for it it's faily easy to change it yourself, if you open RuneHUD.lua in any text editor (notepad for instance) the first five line is:

--CONFIG--------------------------------------------local x1 = 103 y1 = 23 -- Coordinate for the first blood and the second unholy runelocal x2 = 72 y2 = 61 -- Coordinate for the second blood and the first unholy runelocal x3 = 25 y3 = 80 -- Coordinate for the first and second frost runes---------------------------------------------------------

If you change it to:

--CONFIG--------------------------------------------local x1 = 103 y1 = -23 -- Coordinate for the first blood and the second unholy runelocal x2 = 72 y2 = -61 -- Coordinate for the second blood and the first unholy runelocal x3 = 25 y3 = -80 -- Coordinate for the first and second frost runes---------------------------------------------------------

No it's not intentional, Blizzard apperantly changed how a check for if you are in combat or not works with 6.0. I'll post an updated version in a few minutes after I made sure the changes I made to fix it doesn't break anything else.

Edit:

The update should be up now, haven't had the opportunity to try out if the /rh aiv command works though since I haven't been in a vehicle.